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main
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91c2e1bce1
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e3f195cf71
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db4809d385
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b7e027cdc6
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BIN
data/images/measure002a.png
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BIN
data/images/measure002a.png
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Binary file not shown.
After Width: | Height: | Size: 2.7 KiB |
38
data/models/unit_cube.obj
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38
data/models/unit_cube.obj
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@ -0,0 +1,38 @@
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# Blender 4.0.2
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# www.blender.org
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o Cube
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v -0.500000 -0.500000 0.500000
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v -0.500000 0.500000 0.500000
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v -0.500000 -0.500000 -0.500000
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v -0.500000 0.500000 -0.500000
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v 0.500000 -0.500000 0.500000
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v 0.500000 0.500000 0.500000
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v 0.500000 -0.500000 -0.500000
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v 0.500000 0.500000 -0.500000
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vn -1.0000 -0.0000 -0.0000
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vn -0.0000 -0.0000 -1.0000
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vn 1.0000 -0.0000 -0.0000
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vn -0.0000 -0.0000 1.0000
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vn -0.0000 -1.0000 -0.0000
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vn -0.0000 1.0000 -0.0000
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vt 0.375000 0.000000
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vt 0.625000 0.000000
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vt 0.625000 0.250000
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vt 0.375000 0.250000
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vt 0.625000 0.500000
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vt 0.375000 0.500000
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vt 0.625000 0.750000
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vt 0.375000 0.750000
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vt 0.625000 1.000000
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vt 0.375000 1.000000
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vt 0.125000 0.500000
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vt 0.125000 0.750000
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vt 0.875000 0.500000
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vt 0.875000 0.750000
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s 0
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f 1/1/1 2/2/1 4/3/1 3/4/1
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f 3/4/2 4/3/2 8/5/2 7/6/2
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f 7/6/3 8/5/3 6/7/3 5/8/3
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f 5/8/4 6/7/4 2/9/4 1/10/4
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f 3/11/5 7/6/5 5/8/5 1/12/5
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f 8/5/6 4/13/6 2/14/6 6/7/6
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BIN
data/music/bg1.xm
Normal file
BIN
data/music/bg1.xm
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Binary file not shown.
133
data/scripts/classes/obj.lua
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133
data/scripts/classes/obj.lua
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@ -0,0 +1,133 @@
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---@class Obj
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---@field model string
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---@field texture string
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---@field texture_size integer
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---@field position Vector3
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---@field rotation Vector3
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---@field triangles table
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local Obj = {}
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local Vector3 = require "types.vector3"
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Obj.__index = Obj
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local function string_split(str, delimiter)
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local res = {}
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local i = 0
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local f
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local match = '(.-)' .. delimiter .. '()'
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if string.find(str, delimiter) == nil then
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return {str}
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end
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for sub, j in string.gmatch(str, match) do
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i = i + 1
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res[i] = sub
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f = j
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end
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if i ~= 0 then
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res[i+1] = string.sub(str, f)
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end
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return res
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end
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---parses the obj file and triangulates it for drawing
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---@param model string path to obj model
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---@param texture {file: string, size: number}
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---@param position Vector3?
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---@return Obj
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function Obj.create(model, texture, position)
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local pos
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if position ~= nil then
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pos = position
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else
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pos = Vector3()
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end
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local obj = {
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model = model,
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texture = texture.file,
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texture_size = texture.size,
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position = pos:copy(),
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rotation = Vector3(),
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triangles = {}
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}
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obj.position = obj.position:copy()
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setmetatable(obj, Obj)
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-- adapted from https://github.com/karai17/lua-obj/blob/master/obj_loader.lua
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-- Copyright (c) 2014 Landon Manning - LManning17@gmail.com - LandonManning.com
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-- MIT
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local file = file_read{file = obj.model}
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local lines = string_split(file, "\r?\n")
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local obj_data = {
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v = {},
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vt = {},
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f = {},
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}
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for _, line in ipairs(lines) do
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local l = string_split(line, "%s+")
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if l[1] == "v" then
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local v = {
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x = tonumber(l[2]),
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y = tonumber(l[3]),
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z = tonumber(l[4]),
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}
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table.insert(obj_data.v, v)
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elseif l[1] == "vt" then
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local vt = {
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x = tonumber(l[2]) * obj.texture_size,
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y = tonumber(l[3]) * obj.texture_size,
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}
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table.insert(obj_data.vt, vt)
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elseif l[1] == "f" then
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local f = {}
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for i = 2, #l do
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local split = string_split(l[i], "/")
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local v = {}
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v.v = tonumber(split[1])
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if split[2] ~= "" then v.vt = tonumber(split[2]) end
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-- v.vn = tonumber(split[3])
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table.insert(f, v)
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end
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table.insert(obj_data.f, f)
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end
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end
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for _, face in ipairs(obj_data.f) do
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for i = 2, #face - 1 do
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local triangle = {
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v0 = obj_data.v[face[1].v],
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v1 = obj_data.v[face[i].v],
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v2 = obj_data.v[face[i + 1].v],
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uv0 = obj_data.vt[face[1].vt],
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uv1 = obj_data.vt[face[i].vt],
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uv2 = obj_data.vt[face[i + 1].vt],
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texture = obj.texture
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}
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table.insert(obj.triangles, triangle)
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end
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end
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return obj
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end
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local function rotate_vertex(obj, v)
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local vec = Vector3(v)
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--- YXZ (yaw pitch roll) minimizes gimbal lock
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-- return vec:rotate(Vector3.UP, obj.rotation.y):rotate(Vector3.LEFT, obj.rotation.x):rotate(Vector3.FORWARD, obj.rotation.z)
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return vec:rotate(Vector3.UP, obj.rotation.y):rotate(Vector3.LEFT, obj.rotation.x):rotate(Vector3.FORWARD, obj.rotation.z)
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end
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function Obj:draw()
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for _, triangle in ipairs(self.triangles) do
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local newt = util.shallow_copy(triangle)
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newt.v0 = rotate_vertex(self, triangle.v0) + self.position
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newt.v1 = rotate_vertex(self, triangle.v1) + self.position
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newt.v2 = rotate_vertex(self, triangle.v2) + self.position
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draw_triangle(newt)
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end
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end
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return Obj
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@ -1,5 +1,6 @@
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local Vector3 = require("types.vector3")
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local Vector3 = require("types.vector3")
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local Signal = require("types.signal")
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local Signal = require("types.signal")
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local AABB = require("types.aabb")
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local Player = {
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local Player = {
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position = Vector3(0, 1, 0),
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position = Vector3(0, 1, 0),
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@ -12,10 +13,82 @@ local Player = {
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yaw_speed = 0.05,
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yaw_speed = 0.05,
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accel = 0.3,
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accel = 0.3,
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aabb = nil,
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test_intersect = nil,
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ThrowPressed = Signal.new(),
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ThrowPressed = Signal.new(),
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}
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}
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local aabb_offset = Vector3(-0.25, -1, -0.25)
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---@param aabb AABB
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---@param other AABB
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---@param velocity Vector3
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---@return Vector3, Vector3
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local function resolve_collision(aabb, other, velocity)
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local my_min = aabb.min
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local my_max = aabb:get_max()
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local other_min = other.min
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local other_max = other:get_max()
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local overlap_x = math.min(my_max.x - other_min.x, other_max.x - my_min.x)
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local overlap_y = math.min(my_max.y - other_min.y, other_max.y - my_min.y)
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local overlap_z = math.min(my_max.z - other_min.z, other_max.z - my_min.z)
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local min_overlap = math.min(overlap_x, overlap_y, overlap_z)
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local new_pos = my_min:copy()
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local new_vel = velocity:copy()
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if min_overlap == overlap_x then
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if velocity.x > 0 then
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new_pos.x = other_min.x - (my_max.x - my_min.x)
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elseif velocity.x < 0 then
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new_pos.x = other_max.x
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else
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if my_min.x < other_min.x then
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new_pos.x = other_min.x - (my_max.x - my_min.x)
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else
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new_pos.x = other_max.x
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end
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end
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new_vel.x = 0
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elseif min_overlap == overlap_y then
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if velocity.y > 0 then
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new_pos.y = other_min.y - (my_max.y - my_min.y)
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elseif velocity.y < 0 then
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new_pos.y = other_max.y
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else
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if my_min.y < other_min.y then
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new_pos.y = other_min.y - (my_max.y - my_min.y)
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else
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new_pos.y = other_max.y
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end
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end
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new_vel.y = 0
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elseif min_overlap == overlap_z then
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if velocity.z > 0 then
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new_pos.z = other_min.z - (my_max.z - my_min.z)
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elseif velocity.z < 0 then
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new_pos.z = other_max.z
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else
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if my_min.z < other_min.z then
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new_pos.z = other_min.z - (my_max.z - my_min.z)
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else
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new_pos.z = other_max.z
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end
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end
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new_vel.z = 0
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end
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return new_pos, new_vel
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end
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function Player:init()
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self.aabb = AABB.new(Vector3(-0.25, 0, -0.25), Vector3(0.5, 1.1, 0.5))
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end
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function Player:tick(ctx)
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function Player:tick(ctx)
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input_action{name = "left", control = "A"}
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input_action{name = "left", control = "A"}
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input_action{name = "right", control = "D"}
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input_action{name = "right", control = "D"}
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@ -34,17 +107,39 @@ function Player:tick(ctx)
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|
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local direction = ((camera_forward * forward_input) + (camera_right * strafe_input)):normalized()
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local direction = ((camera_forward * forward_input) + (camera_right * strafe_input)):normalized()
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local target_vel = direction * self.speed
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local target_vel = direction * self.speed
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self.velocity = self.velocity:lerp(target_vel, self.accel)
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-- self.velocity = self.velocity:lerp(target_vel, self.accel)
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self.velocity = target_vel:copy()
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self.position = self.position + self.velocity
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if self.aabb:intersects(self.test_intersect) then
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local new_pos, new_vel = resolve_collision(self.aabb, self.test_intersect, self.velocity)
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self.position:set(
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new_pos.x - aabb_offset.x,
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new_pos.y - aabb_offset.y,
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new_pos.z - aabb_offset.z
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|
)
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self.aabb.min:set(
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|
self.position.x + aabb_offset.x,
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|
self.position.y + aabb_offset.y,
|
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|
self.position.z + aabb_offset.z
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|
)
|
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|
self.velocity:sett(new_vel)
|
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|
end
|
||||||
if input_action_just_pressed{name = "throw"} then
|
if input_action_just_pressed{name = "throw"} then
|
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self.ThrowPressed:emit(self.position:copy(), camera_forward:copy())
|
self.ThrowPressed:emit(self.position:copy(), camera_forward:copy())
|
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end
|
end
|
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|
-- self.aabb.min = self.position + aabb_offset
|
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|
self.aabb.min:set(
|
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|
self.position.x + aabb_offset.x,
|
||||||
|
self.position.y + aabb_offset.y,
|
||||||
|
self.position.z + aabb_offset.z
|
||||||
|
)
|
||||||
|
|
||||||
if ctx.mouse_capture then
|
if ctx.mouse_capture then
|
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self.yaw = self.yaw + self.mouse_sensitivity * ctx.mouse_movement.x
|
self.yaw = self.yaw + self.mouse_sensitivity * ctx.mouse_movement.x
|
||||||
end
|
end
|
||||||
|
|
||||||
self.position = self.position + self.velocity
|
|
||||||
|
self.aabb:draw()
|
||||||
end
|
end
|
||||||
|
|
||||||
return Player
|
return Player
|
@ -2,11 +2,23 @@ util = require "util"
|
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local player = require "classes.player"
|
local player = require "classes.player"
|
||||||
local Vector3 = require "types.vector3"
|
local Vector3 = require "types.vector3"
|
||||||
local List = require "types.list"
|
local List = require "types.list"
|
||||||
|
local AABB = require "types.aabb"
|
||||||
|
|
||||||
|
local test_aabb = AABB.new(
|
||||||
|
Vector3(-1, 0, 3),
|
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|
Vector3(1, 2, 1)
|
||||||
|
)
|
||||||
|
|
||||||
|
local Obj = require "classes.obj"
|
||||||
|
|
||||||
|
local cube = Obj.create("models/unit_cube.obj", {file = "images/measure002a.png", size = 512}, Vector3(0, 1, 1))
|
||||||
|
|
||||||
local Feed = require "classes.feed"
|
local Feed = require "classes.feed"
|
||||||
|
---@type List
|
||||||
local feed = List()
|
local feed = List()
|
||||||
|
|
||||||
local Duck = require "classes.duck"
|
local Duck = require "classes.duck"
|
||||||
|
---@type List
|
||||||
local ducks = List()
|
local ducks = List()
|
||||||
|
|
||||||
local function create_feed(position, direction)
|
local function create_feed(position, direction)
|
||||||
@ -38,10 +50,9 @@ end
|
|||||||
function game_tick()
|
function game_tick()
|
||||||
-- ctx.initialization_needed is true first frame and every time dynamic reload is performed
|
-- ctx.initialization_needed is true first frame and every time dynamic reload is performed
|
||||||
if ctx.initialization_needed then
|
if ctx.initialization_needed then
|
||||||
-- ctx.udata persists on reload
|
player:init()
|
||||||
ctx.udata = {
|
player.test_intersect = test_aabb
|
||||||
capture = false,
|
-- audio_play{audio = "music/bg1.xm", loops = true, channel = "music"}
|
||||||
}
|
|
||||||
player.ThrowPressed:connect(create_feed)
|
player.ThrowPressed:connect(create_feed)
|
||||||
|
|
||||||
-- spawn some ducks
|
-- spawn some ducks
|
||||||
@ -52,7 +63,13 @@ function game_tick()
|
|||||||
duck.SeekFeed:connect(duck_seek_feed)
|
duck.SeekFeed:connect(duck_seek_feed)
|
||||||
duck.index = i
|
duck.index = i
|
||||||
end
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
-- ctx.udata persists on reload
|
||||||
|
if ctx.udata == nil then
|
||||||
|
ctx.udata = {
|
||||||
|
capture = false,
|
||||||
|
}
|
||||||
end
|
end
|
||||||
|
|
||||||
ctx.mouse_capture = ctx.udata.capture
|
ctx.mouse_capture = ctx.udata.capture
|
||||||
@ -76,5 +93,12 @@ function game_tick()
|
|||||||
texture = "images/measure001a.png",
|
texture = "images/measure001a.png",
|
||||||
texture_region = { x = 0, y = 0, w = 512, h = 512 },
|
texture_region = { x = 0, y = 0, w = 512, h = 512 },
|
||||||
}
|
}
|
||||||
draw_quad(util.merge(q, params))
|
-- draw_quad(util.merge(q, params))
|
||||||
|
cube.position.y = math.sin(ctx.frame_number * 0.05)
|
||||||
|
-- cube.position.z = math.cos(ctx.frame_number * 0.01)
|
||||||
|
cube.rotation.x = cube.rotation.x + 0.01
|
||||||
|
cube.rotation.z = cube.rotation.z + 0.01
|
||||||
|
cube:draw()
|
||||||
|
|
||||||
|
test_aabb:draw()
|
||||||
end
|
end
|
||||||
|
85
data/scripts/types/aabb.lua
Normal file
85
data/scripts/types/aabb.lua
Normal file
@ -0,0 +1,85 @@
|
|||||||
|
local Vector3 = require "types.vector3"
|
||||||
|
|
||||||
|
---@class AABB
|
||||||
|
local AABB = {
|
||||||
|
min = Vector3(),
|
||||||
|
size = Vector3(),
|
||||||
|
}
|
||||||
|
|
||||||
|
local RED = {
|
||||||
|
r = 255,
|
||||||
|
g = 0,
|
||||||
|
b = 0,
|
||||||
|
a = 255,
|
||||||
|
}
|
||||||
|
|
||||||
|
setmetatable(AABB, AABB)
|
||||||
|
|
||||||
|
AABB.__index = AABB
|
||||||
|
|
||||||
|
---@param position Vector3
|
||||||
|
---@param size Vector3
|
||||||
|
---@return AABB
|
||||||
|
function AABB.new(position, size)
|
||||||
|
position = position or Vector3()
|
||||||
|
size = size or Vector3(1, 1, 1)
|
||||||
|
local aabb = {
|
||||||
|
min = position,
|
||||||
|
size = size,
|
||||||
|
}
|
||||||
|
|
||||||
|
return setmetatable(aabb, AABB)
|
||||||
|
end
|
||||||
|
|
||||||
|
function AABB:get_max()
|
||||||
|
return self.min + self.size
|
||||||
|
end
|
||||||
|
|
||||||
|
function AABB:draw()
|
||||||
|
local max = self:get_max()
|
||||||
|
-- bottom rectangle
|
||||||
|
draw_line_3d{start = self.min, finish = Vector3(max.x, self.min.y, self.min.z)}
|
||||||
|
draw_line_3d{start = self.min, finish = Vector3(self.min.x, self.min.y, max.z)}
|
||||||
|
draw_line_3d{start = Vector3(max.x, self.min.y, max.z), finish = Vector3(self.min.x, self.min.y, max.z)}
|
||||||
|
draw_line_3d{start = Vector3(max.x, self.min.y, max.z), finish = Vector3(max.x, self.min.y, self.min.z)}
|
||||||
|
-- bottom rectangle diagonal
|
||||||
|
draw_line_3d{start = self.min, finish = Vector3(max.x, self.min.y, max.z), color = RED}
|
||||||
|
-- top rectangle
|
||||||
|
draw_line_3d{start = Vector3(self.min.x, max.y, self.min.z), finish = Vector3(max.x, max.y, self.min.z)}
|
||||||
|
draw_line_3d{start = Vector3(self.min.x, max.y, self.min.z), finish = Vector3(self.min.x, max.y, max.z)}
|
||||||
|
draw_line_3d{start = Vector3(max.x, max.y, max.z), finish = Vector3(self.min.x, max.y, max.z)}
|
||||||
|
draw_line_3d{start = Vector3(max.x, max.y, max.z), finish = Vector3(max.x, max.y, self.min.z)}
|
||||||
|
-- top rectangle diagonal
|
||||||
|
draw_line_3d{start = Vector3(max.x, max.y, max.z), finish = Vector3(self.min.x, max.y, self.min.z), color = RED}
|
||||||
|
-- hull
|
||||||
|
draw_line_3d{start = self.min, finish = Vector3(self.min.x, max.y, self.min.z)}
|
||||||
|
draw_line_3d{start = self.min, finish = Vector3(max.x, max.y, self.min.z), color = RED}
|
||||||
|
|
||||||
|
draw_line_3d{start = Vector3(max.x, self.min.y, self.min.z), finish = Vector3(max.x, max.y, self.min.z)}
|
||||||
|
draw_line_3d{start = Vector3(max.x, self.min.y, self.min.z), finish = Vector3(max.x, max.y, max.z), color = RED}
|
||||||
|
|
||||||
|
draw_line_3d{start = Vector3(max.x, self.min.y, max.z), finish = Vector3(max.x, max.y, max.z)}
|
||||||
|
draw_line_3d{start = Vector3(max.x, self.min.y, max.z), finish = Vector3(self.min.x, max.y, max.z), color = RED}
|
||||||
|
|
||||||
|
draw_line_3d{start = Vector3(self.min.x, self.min.y, max.z), finish = Vector3(self.min.x, max.y, max.z)}
|
||||||
|
draw_line_3d{start = Vector3(self.min.x, self.min.y, max.z), finish = Vector3(self.min.x, max.y, self.min.z), color = RED}
|
||||||
|
end
|
||||||
|
|
||||||
|
---returns true if the point is inside this aabb
|
||||||
|
---@param point Vector3
|
||||||
|
---@return boolean
|
||||||
|
function AABB:has_point(point)
|
||||||
|
local max = self:get_max()
|
||||||
|
return point > self.min and point < max
|
||||||
|
end
|
||||||
|
|
||||||
|
---returns true if `other` intersects this AABB
|
||||||
|
---@param other AABB
|
||||||
|
---@return boolean
|
||||||
|
function AABB:intersects(other)
|
||||||
|
local my_max = self:get_max()
|
||||||
|
local other_max = other:get_max()
|
||||||
|
return self.min <= other_max and my_max >= other.min
|
||||||
|
end
|
||||||
|
|
||||||
|
return AABB
|
@ -154,7 +154,7 @@ function List:shuffled()
|
|||||||
end
|
end
|
||||||
|
|
||||||
---Returns a sorted copy of this list.
|
---Returns a sorted copy of this list.
|
||||||
---@param f? fun(a: any, b: any)
|
---@param f? fun(a: any, b: any): boolean
|
||||||
---@return List
|
---@return List
|
||||||
function List:sorted(f)
|
function List:sorted(f)
|
||||||
local list = self:copy()
|
local list = self:copy()
|
||||||
|
@ -1,8 +1,5 @@
|
|||||||
--- @class Vector3
|
|
||||||
--- @field x number
|
|
||||||
--- @field y number
|
|
||||||
--- @field z number
|
|
||||||
--- @alias vectorlike number[] | Vector3
|
--- @alias vectorlike number[] | Vector3
|
||||||
|
--- @class Vector3
|
||||||
local Vector3 = {
|
local Vector3 = {
|
||||||
x = 0,
|
x = 0,
|
||||||
y = 0,
|
y = 0,
|
||||||
@ -158,6 +155,20 @@ function Vector3:__tostring()
|
|||||||
return "Vector3(" .. tostring(self.x) .. ", " .. tostring(self.y) .. ", " .. tostring(self.z) .. ")"
|
return "Vector3(" .. tostring(self.x) .. ", " .. tostring(self.y) .. ", " .. tostring(self.z) .. ")"
|
||||||
end
|
end
|
||||||
|
|
||||||
|
-- note: the < and <= operators of this class are component-wise rather than lexicographic (that is, htey are useful for bounds checking but are not suitable for sorting.)
|
||||||
|
|
||||||
|
function Vector3:__lt(b)
|
||||||
|
local err, other = coerce(b, true)
|
||||||
|
if err then return nil end
|
||||||
|
return self.x < other.x and self.y < other.y and self.z < other.z
|
||||||
|
end
|
||||||
|
|
||||||
|
function Vector3:__le(b)
|
||||||
|
local err, other = coerce(b, true)
|
||||||
|
if err then return nil end
|
||||||
|
return self.x <= other.x and self.y <= other.y and self.z <= other.z
|
||||||
|
end
|
||||||
|
|
||||||
Vector3.__index = Vector3
|
Vector3.__index = Vector3
|
||||||
|
|
||||||
--------API--------
|
--------API--------
|
||||||
@ -223,14 +234,48 @@ function Vector3:rotated(axis, angle)
|
|||||||
return vaxis
|
return vaxis
|
||||||
end
|
end
|
||||||
|
|
||||||
---@diagnostic disable-next-line: undefined-field
|
|
||||||
vaxis = vaxis:normalized()
|
vaxis = vaxis:normalized()
|
||||||
local cosa = math.cos(angle)
|
local cosa = math.cos(angle)
|
||||||
local sina = math.sin(angle)
|
local sina = math.sin(angle)
|
||||||
-- __mul is only defined for the left operand (table), numbers don't get metatables.
|
-- __mul is only defined for the left operand (table), numbers don't get metatables.
|
||||||
-- as such, the ordering of operations here is specific
|
-- as such, the ordering of operations here is specific
|
||||||
local v = (self * cosa) + (vaxis * ((1 - cosa) * self:dot(vaxis))) + (vaxis:cross(self) * sina)
|
return (self * cosa) + (vaxis * ((1 - cosa) * self:dot(vaxis))) + (vaxis:cross(self) * sina)
|
||||||
return Vector3(v)
|
end
|
||||||
|
|
||||||
|
---In-place version of rotated.
|
||||||
|
---@param axis Vector3
|
||||||
|
---@param angle number
|
||||||
|
---@return Vector3
|
||||||
|
function Vector3:rotate(axis, angle)
|
||||||
|
local cosa = math.cos(angle)
|
||||||
|
local sina = math.sin(angle)
|
||||||
|
|
||||||
|
local dot = self:dot(axis)
|
||||||
|
local cross = axis:cross(self)
|
||||||
|
|
||||||
|
self.x = self.x * cosa + axis.x * ((1 - cosa) * dot) + cross.x * sina
|
||||||
|
self.y = self.y * cosa + axis.y * ((1 - cosa) * dot) + cross.y * sina
|
||||||
|
self.z = self.z * cosa + axis.z * ((1 - cosa) * dot) + cross.z * sina
|
||||||
|
|
||||||
|
return self
|
||||||
|
end
|
||||||
|
|
||||||
|
---In place set.
|
||||||
|
---@param x number
|
||||||
|
---@param y number
|
||||||
|
---@param z number
|
||||||
|
---@return Vector3
|
||||||
|
function Vector3:set(x, y, z)
|
||||||
|
self.x, self.y, self.z = x, y, z
|
||||||
|
return self
|
||||||
|
end
|
||||||
|
|
||||||
|
---In place set.
|
||||||
|
---@param t vectorlike
|
||||||
|
---@return Vector3
|
||||||
|
function Vector3:sett(t)
|
||||||
|
self.x, self.y, self.z = t.x, t.y, t.z
|
||||||
|
return self
|
||||||
end
|
end
|
||||||
|
|
||||||
---Returns a copy of this vector.
|
---Returns a copy of this vector.
|
||||||
@ -296,12 +341,18 @@ function Vector3:horizontal()
|
|||||||
end
|
end
|
||||||
---- CONSTANTS
|
---- CONSTANTS
|
||||||
|
|
||||||
|
---@type Vector3
|
||||||
Vector3.UP = Vector3(0, 1, 0)
|
Vector3.UP = Vector3(0, 1, 0)
|
||||||
Vector3.DOWN = -Vector3.UP
|
---@type Vector3
|
||||||
|
Vector3.DOWN = Vector3(0, -1, 0)
|
||||||
|
---@type Vector3
|
||||||
Vector3.FORWARD = Vector3(0, 0, -1)
|
Vector3.FORWARD = Vector3(0, 0, -1)
|
||||||
Vector3.BACK = -Vector3.FORWARD
|
---@type Vector3
|
||||||
|
Vector3.BACK = Vector3(0, 0, 1)
|
||||||
|
---@type Vector3
|
||||||
Vector3.RIGHT = Vector3(1, 0, 0)
|
Vector3.RIGHT = Vector3(1, 0, 0)
|
||||||
Vector3.LEFT = -Vector3.RIGHT
|
---@type Vector3
|
||||||
|
Vector3.LEFT = Vector3(-1, 0, 0)
|
||||||
|
|
||||||
-------------------
|
-------------------
|
||||||
return Vector3
|
return Vector3
|
||||||
|
Reference in New Issue
Block a user